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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Barracuda

Pages: 1 ... 3 4 [5]
61
Mods / Re: Project Awesome: The BEST mod that Starfarer will ever see.
« on: August 17, 2012, 06:45:31 PM »
I Started out with my save called  : The Best StarFarer . I started the game and looked around the map.... NOTHING. waited a Day. Looked at the map again. i saw a small fleet icon of a unknown color. I was about to chase it till i became the pray..... To the Biggest and most badass of trolls. You should have made the ship your name as its name and called it a troll class. But threw my infinite Rage of how i got murders 10 times before i left the so called best mod. I got to say your a amazing coder and modder... NEVER DO THIS AGAIN.

62
Mods / Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« on: August 16, 2012, 01:54:24 PM »
Hey Im back.... Still in need of wep's with out having to kill my american or if im in a bad mood russian comrades. If you could work with the creator to the Restock Mod or make it so that trade convoys bring in those high powers ship making wep's that would be great. With out most of them most of my ships end up being hollow shells with some PD's.

63
Mods / Re: Restock Mod - Bugfix update
« on: August 15, 2012, 08:32:02 PM »
Could you try and work with the project Iornclads mod. The creater has a bad habbit of not putting ship breaking wep's on ships. Weps that define what the ship does and with out them i cant use the ships properly.[Cause all they have is PD and others.]

64
I dont think the barracks building are working.... everyone thing they need is there yet im not getting any marines. Or are the fleets taking them from me?

65
Announcements / Re: Starfarer 0.53.1a (In Development) Patch Notes
« on: August 12, 2012, 03:55:09 PM »
This is my first time posting something like this, so if this the wrong place to put it im sorry.


SOOO A Venture and 2 Close Support Lasher along with some other ships enter a battle with a Buffalo Fire support destroyer and others. As soon as the buffalo come's with in sight of my fleet.... My Lashers fire every single missile they have at it in no time. My venture fires about half of both of its racks at it as well. Only take half of all the missiles reach it and the buffalo gets sent to oblivion. The rest of the missiles run out of fuel and float off into space.... Leaving my Lashers with out and real fire power and my venture half way to losing it's.

What im asking for is there going to be a fix to ships firing WAY too many missiles at one single ship?

66
Mods / Re: Restock Mod
« on: August 06, 2012, 04:24:17 AM »
Great Mod. Cant wait till you do the same to the weps. Im tired of when i get a Hammerhead  i need to jump to all three stations just to get it ready.

67
Modding / Re: [IDEA] SEAFARER
« on: June 29, 2012, 12:11:44 PM »
yea this mod Should be some kind of altered past were carriers were less useful like they were in ww2 and a Battleship always remained on top. Altered so that the USN made the Montana class battleship instead of order more carriers.

68
Modding / Re: Battlestar galactica
« on: May 25, 2012, 10:27:29 PM »
If you need to you can use ships from the battlestar galactica online game. That will add a few more ships. A few more fighters. Escorts are frigates and line ships for cruisers while using the new carriers as light capitals.

69
Suggestions / Auto Saves and Defence Fleet Patrol Limit.
« on: May 16, 2012, 04:48:59 PM »
  Has anyone else played this game for so long... Got addicted to it soooo BAD. That you forget to save? Ive done it.... MANY times. Once im half way threw the game with a few destroyers and few frigates and fighters. Im going to the hegemany<WRONG] Station to resupply when all of a sudden i dont notice a MASSIVE Tri Takion <ALSO WRONG] Fleet next to the station. They come at me while i was not looking and my entire fleet gets destroyed. After i wondered were the defence fleet was.... It was chasing a SINGLE Hound frigate....

See my problem and suggestion. Defence fleets need a limit to What they attack and How far they will chase them. Also a auto save feature would be LOVELY For people like me who get into the game soooo bad that they forget were the F5 key is.
If these topics are already being disscused then im sorry i dont have time to read the ENTIRE suggestion fourm.

70
Mods / Re: Project Ironclads, version 2.4 (0.51a with campaign)
« on: April 22, 2012, 03:51:36 PM »
Ive found that its really hard to find most of the guns for the Kansas Class Heavy cruiser. Also that the pirate base seems to not get resupplyed at all. And the Russians seem to have there hads full ALL the time. Sence they never have a defence fleet around for more than a week.

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